Offence Crawler
The Crawler is the most important unit at the start of any game, as it forms the heart of presence on the battlefield, and allows you to produce units. The Crawler replaces the MCV seen in previous wars to meet the needs of defending the global Tiberium Control Network, they can quickly be deployed from orbit anywhere in the world and used to produce units whilst on the move. When deployed units held on board will be released and a repair facility made available. If you lose your Crawler in battle then a replacement can be re-deployed to a suitable safe zone, however there is a delay in doing so.

Defensive Matrix
Attaches a shield generator to the Crawler that projects a defensive shield while it is deployed.

Mobility Matrix
This upgrade makes further refinements to the power core and the efficiency of the shield system enables the crawler to remain protected at all times, even when on the move.

Cost

3

Weapon

N/A

Armour

Light

Engineer
Engineers are unarmed infantry units, but offer a wide array of strategic options in battle. One engineer has the potential to repair ground units and infantry, they can also be ordered to escort a particular unit healing them if necessary. It is always beneficial to have at least one at the back of an assault force. They are also equipped with mine and stealth detection sensors while their jetpacks enable even vertical cliffs to be traversed with ease.

Cost

3

Weapon

Rocket

Armour

Light

Ascended
The Brotherhood's experiments melding man with machine have continued apace, one result is the Ascended. So called because they are believed (or Nod propaganda states) they have ascended unto the Messiah, their bodies have been integrated with armour plating and rocket weapons fitted to their arms.

Dark Armaments
Replaces the ammunition with a top-secret variety that is more deadly than the standard loadout, and enhances their cybernetic implants to increase movement speed.

Medical Training
In a U-Turn from previous Nod policy, possibly as a result of the increased cost in producing cybernetic infantry, medkits can now be equipped by the compassionate commander, allowing units to self-heal when garrisoned in neutral structures.

Range Boost
Upgrades the targeting systems so that the Ascended can see further into unexplored territory and fire at enemy targets from greater range.

Speed Boost
This upgrade performs an on-battlefield upgrade of the propulsion systems of the Ascended granting them increased movement speed.

Accuracy Boost
Purchasing this on-crawler upgrade equips the Ascended with an improved heat-seeking target tracking system, vastly increasing the amount of ordinance that will hit its target.

Cost

3

Weapon

Cannon

Armour

Light

Enlightened
The Enlightened is another example of Nod's use of cybernetics. After undergoing lengthy Nod indoctrination programs these units will give their lives to the cause. Human tissue is then melded with armour and the cannons connected directly to the brain resulting in a highly accurate targeting system.

Dark Armaments
Replaces the ammunition with a top-secret variety that is more deadly than the standard loadout, and enhances their cybernetic implants to increase movement speed.

Medical Training
In a U-Turn from previous Nod policy, possibly as a result of the increased cost in producing cybernetic infantry, medkits can now be equipped by the compassionate commander, allowing units to self-heal when garrisoned in neutral structures.

Range Boost
Upgrades the targeting systems so that the Enlightened can see further into unexplored territory and fire at enemy targets from greater range.

Speed Boost
This upgrade performs an on-battlefield upgrade of the propulsion systems of the Enlightened granting them increased movement speed.

Accuracy Boost
Purchasing this on-crawler upgrade equips the Enlightened with an improved heat-seeking target tracking system, vastly increasing the amount of ordinance that will hit its target.

Cost

3

Weapon

Gun

Armour

Light

Devout
These infantry show their devotion to the Brotherhood by submitting their bodies to the warped minds of Nod scientists. Guns have been melded to their arms, making them the ultimate anti-infantry and light vehicle weapon.

Dark Armaments
Replaces the ammunition with a top-secret variety that is more deadly than the standard loadout, and enhances their cybernetic implants to increase movement speed.

Medical Training
In a U-Turn from previous Nod policy, possibly as a result of the increased cost in producing cybernetic infantry, medkits can now be equipped by the compassionate commander, allowing units to self-heal when garrisoned in neutral structures.

Range Boost
Upgrades the targeting systems so that the Devout can see further into unexplored territory and fire at enemy targets from greater range.

Speed Boost
This upgrade performs an on-battlefield upgrade of the propulsion systems of the Devout granting them increased movement speed.

Accuracy Boost
Purchasing this on-crawler upgrade equips the Devout with an improved heat-seeking target tracking system, vastly increasing the amount of ordinance that will hit its target.

Cost

3

Weapon

Beam

Armour

Light

Reaper
The Cyborg Reaper has not been seen on the battlefield since the Second War and represents the pinnacle of Nod cybernetic research. The unit is comprised of a Cyborg torso attached to an all-terrain walker base. It is equipped with a portable version of the Obelisk of Light's laser refractor and can deal significant damage to heavy units.

Dark Armaments
Replaces the ammunition with a top-secret variety that is more deadly than the standard loadout, and enhances their cybernetic implants to increase movement speed.

Medical Training
In a U-Turn from previous Nod policy, possibly as a result of the increased cost in producing cybernetic infantry, medkits can now be equipped by the compassionate commander, allowing units to self-heal when garrisoned in neutral structures.

Range Boost
Upgrades the targeting systems so that the Devout can see further into unexplored territory and fire at enemy targets from greater range.

Speed Boost
This upgrade performs an on-battlefield upgrade of the propulsion systems of the Devout granting them increased movement speed.

Accuracy Boost
Purchasing this on-crawler upgrade equips the Devout with an improved heat-seeking target tracking system, vastly increasing the amount of ordinance that will hit its target.

Cost

3

Weapon

N/A

Armour

Light

Slave
The primary function of the Slave is to build outposts; these provide ground control anywhere on the map. If a covert commander can sneak on into enemy territory, powerful defences could be deployed right in their back yard! Secondary to this, it also possesses repair arms for nearby friendly units, and the ability to lay incendiary mines - dealing flame damage to any enemy unfortunate enough to step on one.

Range Boost
Upgrades the targeting systems so that the Devout can see further into unexplored territory and fire at enemy targets from greater range.

Speed Boost
This upgrade performs an on-battlefield upgrade of the propulsion systems of the Devout granting them increased movement speed.

Enhanced Repair
This upgrade performs an on-battlefield upgrade of the propulsion systems of the Devout granting them increased movement speed.

Cost

6

Weapon

Cannon

Armour

Medium

Centurion
The Centurion is a walker-unit, but along different lines to the GDI units also claiming the same title. In one 'arm' is a cannon weapon effective against medium units, but in the other is a refractive shield capable of rebounding an enemy's fire back onto them. So it is therefore possible for this unit to face off against more powerful counterparts and emerge victorious. The shield only covers the front, so ensure a rear guard is present as experienced GDI commanders will try and exploit this weakness.

Range Boost
Upgrades the targeting systems so that the Devout can see further into unexplored territory and fire at enemy targets from greater range.

Speed Boost
This upgrade performs an on-battlefield upgrade of the propulsion systems of the Devout granting them increased movement speed.

Accuracy Boost
Purchasing this on-crawler upgrade equips the Devout with an improved heat-seeking target tracking system, vastly increasing the amount of ordinance that will hit its target.

Cost

6

Weapon

Blast

Armour

Light

Black Hand
One of the most formidable and infantry units from the previous war they remain the slowest infantry class, but conversely the most deadly. Units catch fire when burned with the flame, this means they can easily clear out a garrisoned structures. This unit carries a large tank of hazardous material which is used to power their weapon, however these chemicals tend to cause an explosion when they are killed.

Dark Armaments
Replaces the ammunition with a top-secret variety that is more deadly than the standard loadout, and enhances their cybernetic implants to increase movement speed.

Medical Training
In a U-Turn from previous Nod policy, possibly as a result of the increased cost in producing cybernetic infantry, medkits can now be equipped by the compassionate commander, allowing units to self-heal when garrisoned in neutral structures.

Cost

6

Weapon

N/A

Armour

Medium

Reckoner
The Nod troop transport returns. Alone it is not formidable, but when 3 powerful infantry are inside they can fire out, packing a formidable punch. As usual it can deploy into a stationary bunker to vastly increase its armour.

Drilltip
Nod engineers have not been complacent and have developed optional subterranean burrowing addons for the Reckoner, allowing its cargo to be safely escorted to the destination practically unchallenged!

Cost

10

Weapon

Blast

Armour

Heavy

Underminer
An inverse artillery unit. Instead of firing ordinance into the air, the cannon points towards the ground and specially developed Burrowblast shells force their way through the ground to their target. Catching the enemy completely unawares, they cannot see the incoming shots and will have no idea where such great structural damage is coming from.

Cost

12

Weapon

N/A

Armour

Light

Aftershock
Although Tiberium is no longer present of the Earth's surface, veins of the volatile crystal are still found deep below. The Aftershock uses technology from the development of the Tiberium Control Network to drill deep into the veins, it then detonates them, causing a chain reaction on the surface which causes massive structural damage to the surrounding area.

Backup System
When large units are destroyed they leave a husk on the battlefield. This upgrade uses nanotech repair technology to gradually recover the Rhino's systems following a catastrophic failure. Given time damage will be sufficiently repaired allowing the unit to reactivate at half-health without the intervention of an engineer.

Cost

10

Weapon

Blast

Armour

Light

High Confessor
The High Confessor's weapon is the result of mixing a multi-target rocket launcher with Tiberium infusion. The rockets are effective against reinforced armour types but the Tiberium Corrosion will linger and gradually eat away at the armour of any unit over time.

Medical Training
In a U-Turn from previous Nod policy, possibly as a result of the increased cost in producing cybernetic infantry, medkits can now be equipped by the compassionate commander, allowing units to self-heal when garrisoned in neutral structures. When garrisoned in a structure the Tiberium weapon is put to good use forming a tough Crystalline shell adding to the structure's strength.